Export
@replayablejs/export exports existing playable builds. The public operation is exportProject(config, { projectRoot, outputDirectory? }). The destination defaults to exports. The result lists each variant's ID, artifact path and final size in bytes.
Run build first. Export does not regenerate application code or source assets. The CLI equivalent is replayable export, with --output to choose a destination.
Implemented profiles
Profiles are preview, AppLovin, Google, Liftoff, Meta, Mintegral, Moloco and Unity. The exporter prepares each network's HTML or ZIP form, checks its resources and applies implemented delivery rules. Outputs use names such as preview_default_en.html and google_default_en.zip.
The shared size ceiling is 5,000,000 bytes. Moloco requires strictly less than that value; other size checks accept the boundary. Liftoff applies the limit to entry HTML. Google also limits archive contents to 512 files. These are code-enforced limits, not a promise of current network acceptance or a substitute for testing in the destination's tools.
The exporter is the delivery validator; there is no separate public artifact-inspection API. Keep required third-party notices according to the resources' terms. Do not assume that exporting a playable clears redistribution rights or supplies every resource's required attribution.
Export pipeline and network validators.
Delivery Workflow
- Select campaign networks, languages and creative versions in project configuration.
- Build the project with that configuration.
- Run export with the same configuration and inspect any reported validation failure.
- Test the resulting HTML or ZIP in its destination's tools.
Changing source files after building leaves the existing build unchanged. Rebuild before exporting when code, assets or configuration have changed.
Output and Failures
Use a dedicated export directory. Artifact names combine network, creative version and language, so google_default_en.zip identifies the Google profile, default creative and English language. The programmatic result contains the final artifact paths and byte sizes for successful exports.
If an artifact exceeds its limit, adjust the source assets or their processor settings and rebuild. Start with large images, audio and optional resources. Moving an asset into a secondary bundle changes when it loads; it does not make its bytes disappear from delivery.
If a required build file is missing, confirm the build directory and that both operations used the same project root and configuration. See Build and Export for the command-line workflow.